Re: [osg-users] OpenGL Extensions.

2009-09-12 Thread Guy Volckaert
Jan, I looked at GLEW after I wrote my original post. I was about to download and use when I figured out an easier way. I essentially followed robert's advise (thanks rob!). NOTE: In my case, I would also need to recompile GLEW to use multiple threads/context (which also require installing

Re: [osg-users] OpenGL Extensions.

2009-09-11 Thread Jan Ciger
Guy Volckaert guy.volcka...@meggitt.com wrote: Is there an easier way to do this? Perhaps using GLEW (http://glew.sourceforge.net/) directly to figure out the extensions before you initialize OSG? Regards, Jan signature.asc Description: This is a digitally signed message part.

Re: [osg-users] OpenGL Extensions.

2009-09-11 Thread Robert Osfield
Hi Guy, It's the GraphicsContext/GraphicsWindow that govern what extensions are supported, so use a RealizeOperation and then realize your graphics context prior to finializing set up of your scene graph. Have look at the osgshaderterrain example to see how you could do this. Robert. On Wed,

[osg-users] OpenGL Extensions.

2009-09-09 Thread Guy Volckaert
Hi, I have several cameras that need to be configured slightly differently depending on the opengl extensions supported by the card. For example, I have a card that does not support p-buffers in which case I need to devise a different way to perform RTT. Same goes for vertex and fragment

Re: [osg-users] openGL extensions

2008-10-01 Thread Ben Axelrod
Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Monday, September 22, 2008 8:12 PM To: OpenSceneGraph Users Subject: Re: [osg-users] openGL extensions Hi Ben, I would like to detect if the user has the appropriate openGL extensions in order to do

Re: [osg-users] openGL extensions

2008-10-01 Thread Jean-Sébastien Guay
Hi Ben, GL_ARB_fragment_shader In order to use the shadow fragment shader, you need this one too. If it's not supported by your card, osgShadow::ShadowMap (and most shadow techniques) can do a fixed function fallback. To see if this works for you, you can call shadowMap-clearShaderList()

Re: [osg-users] openGL extensions

2008-09-25 Thread Ben Axelrod
Of Jean-Sébastien Guay Sent: Monday, September 22, 2008 8:12 PM To: OpenSceneGraph Users Subject: Re: [osg-users] openGL extensions Hi Ben, I would like to detect if the user has the appropriate openGL extensions in order to do shadowing. However, when I do: glGetString(GL_VERSION) glGetString

Re: [osg-users] openGL extensions

2008-09-25 Thread Will Dicharry
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Monday, September 22, 2008 8:12 PM To: OpenSceneGraph Users Subject: Re: [osg-users] openGL extensions Hi Ben, I would like to detect if the user has the appropriate openGL

[osg-users] openGL extensions

2008-09-22 Thread Ben Axelrod
I would like to detect if the user has the appropriate openGL extensions in order to do shadowing. However, when I do: glGetString(GL_VERSION) glGetString(GL_EXTENSIONS) They return null. How can I get a list of the available extensions? Is there an easy way to get this info from OSG?

Re: [osg-users] Opengl extensions

2008-09-22 Thread Gordon Tomlinson
__ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Axelrod Sent: Monday, September 22, 2008 6:28 PM To: OpenSceneGraph Users Subject: [osg-users] openGL extensions I would like to detect if the user has the appropriate openGL extensions in order to do

Re: [osg-users] openGL extensions

2008-09-22 Thread Jean-Sébastien Guay
Hi Ben, I would like to detect if the user has the appropriate openGL extensions in order to do shadowing. However, when I do: glGetString(GL_VERSION) glGetString(GL_EXTENSIONS) They return null. How can I get a list of the available extensions? Is there an easy way to get this info from